Tuesday 30 August 2016

Production Interactive: Spritesheets & Animation

Cloud model created on Maya. Used shaders.

Sprite sheet created on Photoshop CC

Animated cloud transported to Unity

Monday 29 August 2016

Production Interactive: Concept Design

Here are my individual contributions towards the concept design for the game.
For each concept, I tried to go further down the path of adding more robotic features to the protagonist whilst keeping it in the confines of noir (detective-like, mysterious and 'badass').

Character:



As for the envionrment, I decided to design what would be the 'red-light district' of the game. Compressed, clustered, seemingly enclosed and surrounding you. Several neon lights, signs and a hard-contrast look.

Environment:

Talking about the top-down map, we decided to have 3 levels for the hierarchy of the map. The player will start off in an office leading out into a street showing the 'well-off', utopian part of society. As the player heads down to the lower levels, the other districts will be discovered, slowly turning into what is a dystopian society. The lower levels are more clustered, busy with people and are a lot shadier. The obstacles to be encountered are construction in the upper levels, and then gang members and the likes in the lower levels.


Wednesday 24 August 2016

Production Interactive: Concepts Preparation

1. Theme & Style:
  • "Neon-Noir"
    • Level Theme: Futuristic Sci-Fi
    • Dystopian
    • Stylized 2D character/3D environment
    • Western only music
      • Synth
      • House
      • "80's"
    • Grungy, high-contrast, chiaroscuro, hard light, saturated
    • Eg. references: Tron, Blade Runner, Sky Captain and the World of Tomorrow, Kung Fury
    • Art Deco for environment
    • Cramped, structural, divided city
  • Play-type:
    • Single-Player
    • Puzzle-solver
  • Map of Level
    • Top-down
  • Mood Board

    • Character

    • Art Style/Setting

    • Colour Palette